Stars Without Number Revised is a fantastic game by Kevin Crawford of Sine Nomine that has one of the more interesting Dungeons and Dragons-adjacent psionics systems. Most such mechanics are very beholden to Gygax, Marsh, and Kask's original, even if they improve on it significantly. Others are far too enmeshed with awful 3rd Edition-ism, like True20's Adept. Various OSR creators, such as Lexi, Spwack, and Marquis, have taken the concept in less cumbersome and more interesting directions, but none of them really scratch the itch.
SWN Revised's version, on the other hand, really does. It gives each discipline a signature, recognizably-psionic power immediately and then every other power is a purchased extension for that. Telekinesis, for example, lets the Psychic move things with their mind, and with investment, they can make themselves fly, create walls of force, generate psionic weapons and armor, or shield themselves from the vacuum of space. All of these are logical extensions of the core power. It also dispenses with power points by replacing them with a very small pool of Effort that's spent in a regular pattern, it has a built-in means of pushing oneself, and it works as both a full class and with the game's sorta-multiclass Adventurer. Six disciplines appear in the core book and it seems ripe for creative additions.
Between re-reading the Book of the New Sun with its enigmatic witches residing nearby to the Order of the Seekers of Truth and Penitence in the Citadel, thinking about Dune and its Bene Gesserit sisterhood,
posts in the OSR about witches, playing Dishonored, and even discussions about how low-powered the original Star Wars trilogy is, (Emperor Palpatine is running around casting an electrical variant of
burning hands and Obi-Wan's most famous trick is
suggestion) strange, cult-ish magic users have been on my mind. What unites all of these is that witchers are something more fundamental and primal in a setting that had seemingly passed beyond such things. In a science fiction setting, witches wouldn't be needed as herbalists and midwives, and they wouldn't face myths and persecution for being in league with Satan in a generally atheistic setting. How then to capture that feel of unsettling mystique? Dungeons and Dragon's Vancian magic is perfectly fine for its intended purpose but I wanted something a little more mysterious. With the tools available in the core book, particularly telepathy and precognition, you could probably build something close, but then you obviously couldn't build a witch Adventurer. So here's a witchy discipline for characters who want to know more than they should and use it to get what they want.
Several people on the OSR and SWN Discord servers helped with inspiration or critique. Thank you all.